201CHAPTER 8 CAMPAIGNS INCARNUM transformed into an azurin in the process of shattering the Wellspring. Dusklings, too, make their way to the world from whatever plane they call home. The fi rst incarnum-wielding characters have new abilities to explore, but they also must cope with the scarcity of incarnum-related resources. For instance, the incarnum items described in Chapter 5 might have to be crafted by the characters themselves, or discovered within ruins dating back to a time before the establishment of the Wellspring. CAMPAIGN ARC: THE SECRET KEEPERS Another approach to bringing incarnum into your campaign is to assert that it has always been present but has gone unnoticed by the masses or been kept secret through your world’s entire history—until now. How could it go unnoticed for so long? Perhaps it was discovered and implemented by a different culture far from the center of action in your campaign. If you’re running a game focused in the North of the FORGOTTEN REALMS setting, perhaps incarnum has been used for years in Durpar and Estagund, far away to the south and east. Or perhaps those who use incarnum are members of a tiny cabal sworn to utter secrecy about the nature of their craft. In the EBERRON setting, they might be a working group of an organization such as the Twelve, allowing characters with ties to the Twelve to earn the chance to become initiated into this secretive cabal. Imagine that incarnum has always been a part of your world, but its mysteries are hidden away in dusty tomes buried in ancient libraries, awaiting discovery by a group of explorers or treasure seekers. Incarnum occasionally makes its presence known, but few possess the understanding required to distinguish an incarnum wraith from a more mundane wraith or to differentiate the lost from the simply mad or possessed. Azurins are occasionally born among human societies, and travelers sometimes return from farranging expeditions with descriptions of skarns and rilkans, but meldshaping remains virtually unknown. In recent years, a cabal of erudite scholars has developed an interest in these widely scattered but apparently related phenomena. This cabal, known as the Society of the Learned, begins a scholarly campaign to uncover the secrets of incarnum and handsomely pays adventuring parties who bring them tomes containing such secrets. Unfortunately, the actions of the Society bring them (and the PCs, if they undertake missions at the Society’s behest) into confl ict with a secretive order of meldshapers known as the Azure Sentinels. This tiny organization has actively preserved the knowledge of incarnum from ancient times down to the present, while going to great lengths to keep that knowledge utterly secret from anyone outside its own membership. Members of the Sentinels include incarnates posing as clerics within religious orders and soulborn hiding within orders of knights and paladins, as well as umbral disciples and witchborn binders who serve as assassins for the order. Quickly noticing the increased efforts of the Society of the Learned, the Azure Sentinels step up their own efforts to keep this knowledge out of the hands of outsiders, and they begin offering their own bounties for ancient tomes. Initially, the player characters might be contacted by either organization and hired to retrieve lost tomes from ancient ruins. If it suits your preferred style of play, these adventures can be very straightforward: The PCs enter a dungeon, fi ght its denizens, defeat the evil opponents (members of the organization they don’t work for), and return to their benefi cent employers with the tomes. The element of racing with an opposing force to recover an item that both groups seek can create a high level of tension and excitement in these adventures. You might also consider a more complicated possibility: The Society of the Learned puts the word out that it is seeking the Tome of Murthien the Soul-Render, a book of ancient lore last seen in the Temple of the Nineteen Stars before it was overrun by the Darkling Horde. This news spreads primarily through scholarly circles and makes its way to a PC wizard through learned connections. At the same time, the Azure Sentinels make inquiries about hiring adventurers to enter the ruined Temple of the Nineteen Stars, and word reaches the PCs through the underworld connections of the party’s rogue. Lacking more specifi c information, the PCs decide to take the job, believing that they are accepting a commission from a single employer. When they discover the Tome of Murthien the Soul-Render, however, they have to decide what to do with it, lacking any real information about either organization. Perhaps they simply decide to keep the Tome for themselves, plumbing its secrets but earning the enmity of both organizations. A further twist is that neither organization is clearly good or evil. The Society of the Learned is motivated primarily by a thirst for knowledge. Many scholars among its ranks seek this knowledge for benevolent reasons or just for knowledge’s 620_88579_Chp8.indd 201 20_88579_Chp8.indd 201 7/12/05 9:26:56 AM /12/05 9:26:56 AM
202CHAPTER 8 INCARNUM CAMPAIGNS own sake, although some do seek power for their own evil ends. Similarly, the Azure Sentinels are secretive and mysterious, and while they include militant members who wouldn’t hesitate to steal or kill to protect the order’s secrets, they are not all evil. Thus, adventures involving the confl ict and competition between these two groups will not necessarily devolve to each doing its level best to kill all the members of the other. Once the PCs get involved in this confl ict, however, it is diffi cult not to choose a side. And once they choose a side, their involvement only escalates. Soon they are leading raids on the Society’s extradimensional vaults—or defending those vaults against Sentinel raids. Naturally, they continue to search for the lore at the center of the dispute, always fi nding themselves at the heart of the confl ict. As these adventures progress, the PCs can learn, from friend and foe, more about incarnum along the way. This gradual learning about incarnum is the heart of this campaign arc, at least in terms of bringing the rules in this book into play. The PCs’ adventures might take them to distant lands where skarns and rilkans dwell or to the home plane of the dusklings, which could provide the players with an opportunity to replace a fallen PC with a new character from one of these races. Their acquisition of incarnum-related lore is certain to include the discovery of incarnum magic items, and PCs could gradually learn the incarnum feats they need to gain essentia to invest in those items. Eventually (and it is best to delay this), one or more of the PCs might learn the secrets of meldshaping. If they are working for the Azure Sentinels, they might reach such a level of trust and respect within the organization that they become full members, eligible to study under the incarnate and soulborn masters of the Sentinels. On the other hand, if they work for the Society or remain free agents, they might simply piece together enough information to learn meldshaping independently, simultaneously making themselves very dangerous to the Azure Sentinels and extremely valuable to the Society of the Learned. Eventually, however, a new threat emerges that forces the PCs to negotiate a truce between the Sentinels and the Society. Something schemes to stop the free fl ow of incarnum through the planes. Perhaps a powerful necrocarnate sets up a great black monolith (similar to the Wellspring described in the previous section) designed to corrupt or harvest souls as they pass between mortal life and the worlds beyond. Maybe the minions of a demon prince seek to divert those souls to the Abyss to feed their master so he can ascend to godhood. Or perhaps a mighty dragon situates himself at a font of soul energy to feed on raw incarnum at the point where it comes into the Material Plane. In any event, the plans of this malevolent force threaten the very existence of incarnum and all who use it. To overcome this threat, the PCs must force the Society of the Learned and the Azure Sentinels to put aside their differences and work together to defeat the evil forces. CAMPAIGN ARC: THE LAST MISHTAI Another way to present the idea that incarnum and all the incarnum-related creatures and effects in this book have always been around is to assume that the use of incarnum is geographically isolated—on another continent or another plane. The location might be unimaginably remote, on a demiplane that connects to the Material Plane for only one year out of every 10,000 years, or simply in a distant country the PCs have never visited or heard much about. Wherever the incarnum-users have developed, in this campaign arc, they infi ltrate an existing setting with a purpose, bringing intrigue and adventure with them. The campaign arc begins when the skarn Vishtek II, Potentate Perfect of the city Nor, discovers a tantalizing reference in a recently recovered planar codex. The text refers to “the last mishtai,” a survivor of the cataclysm that destroyed the mishtai progenitor race. According to the codex, a lone mishtai avoided his race’s destruction by making a fl ight to the homeland of the PCs (or someplace much nearer the center of your campaign’s action). The dominant skarn culture still seeks to attain the mishtai’s great goal: perfection of form. They believe that they are close, thanks to incarnum and centuries of meldshaping. After reading the reference to the last mishtai, the Potentate Perfect stops at nothing to fi nd the mysterious survivor and learn his or her secrets. The highly ordered skarn society is immediately mobilized. The hammers of smiths ring loud, lurid fl ames burn through the night in the high tower windows of the Temple of Wee Jas, and the Ceremony of Seekers is postponed at the Mishtoran amphitheater. The spine fi ghters begin to prepare for a war of conquest over anything that might stand between them and the last mishtai. As the skarns send an exploratory vanguard to the PCs’ homeland, the characters’ fi rst encounter might be with lost creatures tainted by wisps of stray incarnum that seem to waft before the approaching skarn forces. For great effect, consider turning an acquaintance or friend of the PCs into a lost. As the PCs research the bizarre ailment affl icting their friend, they learn of more lost appearing in ever-increasing numbers as the skarns draw closer. While the city of Nor’s military searches for the last mishtai, other factions also join in the hunt. A lawful evil band of skarns known as Bones and Spines has no qualms about leaving dead bodies piled in the streets of the heroes’ city while searching for the last mishtai. The PCs’ fi rst encounter with a meldshaper could be when they face Bones and Spines. During this encounter, emphasize the alien quality of the invaders. Use soulmelds whose visual and mechanical effects are not easily duplicated by spells. If the PCs capture one of the Bones and Spines band, they can interrogate him and learn more of the forces that are marching toward their homeland. The rilkans are not immune to the lure of fi nding the last mishtai, and they follow the skarns in two main groups. First come various rilkan daredevils, looking to write their names in the history books by being the fi rst to locate the last mishtai. One or more of these daredevils undoubtedly offers to join the PCs’ adventuring company, praising their spirit and reputation for derring-do. The second group of rilkans to arrive consists of merchants. Always happy to supply goods and services to opening markets, the rilkan merchants might provide the fi rst opportunity for the PCs to purchase incarnum magic items. Dusklings seem to be drawn to areas where incarnum is used, and the arrival of skarns and rilkans lures these fey from 620_88579_Chp8.indd 202 20_88579_Chp8.indd 202 7/12/05 9:27:00 AM /12/05 9:27:00 AM
203CHAPTER 8 CAMPAIGNS INCARNUM their extraplanar homes to these new lands. PCs might fi nd themselves drawn into territorial disputes and other confl icts between the newly arrived dusklings and fey creatures native to lands the heroes hold dear. The presence of all these incarnum creatures also induces the birth of azurins (as well as the arrival of azurins from distant lands, seeking the last mishtai for their own reasons). These unusual births in human communities create a profound unease and an unfocused, frustrated anger among the populace. Pitchforks pounding in town square protests become common. Existing enemies in your campaign might choose this time of social strife to make a grab for political or geographical power by playing to the anger of the mobs. They promise retribution and bloodshed for the “defective” births, but they don’t much care whose blood is shed. If the PCs are not major political powers themselves, one or more factions might hire them to gather “dirt” on an opposing faction, possibly requiring a visit to the now-ruined and monster-infested castle of the opposition’s birth to find embarrassing documents or artifacts. The major power brokers of the land begin to form ties with the distant skarn city of Nor. The Potentate Perfect wants a treaty that allows him to billet his soldiers in one of your setting’s cities. The skarns do not know the disposition or power of the last mishtai, and they want to be prepared for anything. At the same time, rilkan states and businesses attempt to ally with political regimes. Whereas the skarns are unwilling to share control of the last mishtai, should he be found, the rilkans are opposed to the idea of “controlling” another living creature at all. They’re in it only for the adventure and the coin. Consequently, rilkan capitalists might fi nance PC adventuring parties against a share of future loot, and rilkan bards might pay the PCs for interviews after each successful dungeon foray seeking the knowledge and location of the last mishtai. Does the last mishtai really exist? And if so, is he located in the characters’ home region? These are questions left to the DM to answer as best suits her campaign. • One answer is that the last mishtai no longer exists as an individual. He has used incarnum to merge his consciousness with an entire race—this is the origin of the rilkans’ racial knowledge pool. • Another answer could be that the last mishtai still lives and is conducting experiments to force everyone on the plane to assume his idea of the perfect form. The culmination of the campaign could be a rush to stop the last mishtai from remaking every living creature in his own image. • Still another answer could be that the last mishtai has been a prisoner for millennia, bound by imprisonment or placed in temporal stasis deep underground, surrounded by nests of behirs, purple worms, and ropers. The deities have placed him here for his hubris; only they are allowed to attain perfection of form. Or perhaps the last mishtai is hiding from the gods, who want to strike him down; this could explain why he is so hard to fi nd. • A final possible answer is that the mishtai is alive and well, living a contemplative life in a small village and amused by the frenetic energy spent in tracking him down. He has in fact achieved perfection of form, and he offers it to the characters—for a price, of course. This leads to more adventures; perhaps the last mishtai wants to see the skarn and rilkan races reconciled, surely an epic quest if there ever was one! INCARNUM LOCATIONS Incarnum is more than a tool to be wielded in mortal hands. Sometimes, it is an uncontrolled force that taints negative emotions to form the lost (see page 181). And even though it is fundamentally a force of life and animation, incarnum can also permeate sites and locations. This section describes a few special terrain features related to incarnum and details a planar touchstone suffused with incarnum. INCARNUM TERRAIN The eight types of sites and terrain described here add an element of incarnum to the environment in which an adventure takes place. To make the best use of this terrain, ensure that the player characters have a good reason to travel through it and not simply go around it. Perhaps the ruins they seek are located in a soulclamor forest, or the dreadful monster they must slay has emerged from its lair in a necrocarnum bog. Used this way, incarnum terrain becomes an additional part of the challenge of an adventure or encounter, rather than an encounter in itself. You shouldn’t feel bound by the terrain types described here. For example, there’s no reason you couldn’t create a soulclamor bog or a necrocarnum desert instead. Dolmen Circle Great slabs of stone rise from the earth as if summoned from the rock itself. The stones form a great ring, each pair of standing stones supporting another great horizontal slab above them. Whether dolmen circles were raised in prehistoric times or are more recent constructions, powerful magic almost certainly fi gured in their establishment. Some quality of the site heightens the power of incarnum, whether the pattern of the standing stones or an invisible crossing of lines of power marked by the circle, and calls to the lost like the voice of home. A dolmen circle is formed of about 30 large slabs of stone erected in a circle roughly 100 feet in diameter, with stones laid across the top of the slabs to form a continuous circle. The slabs are hewn stone (DC 25 Climb check) and stand about 20 feet high. Sometimes, smaller circles of stones stand within the larger circle. The whole area might be encompassed by a trench or a berm (see page 91 of the Dungeon Master’s Guide), forming an outer circle up to around 300 feet in diameter. Dolmen circles appear in areas of plains terrain. While within 300 feet of the center of a dolmen circle, any creature with the incarnum subtype gains a +1 morale bonus on attack rolls, weapon damage rolls, saving throws, and skill checks. Unfortunately for those who try to gain the benefi ts of a dolmen circle, these places act as beacons for the lost. Any creature with the lost template that comes within 1 mile of a dolmen circle must make a DC 23 Will save or travel immediately to the circle and make its new lair within sight 620_88579_Chp8.indd 203 20_88579_Chp8.indd 203 7/12/05 9:27:01 AM /12/05 9:27:01 AM
204CHAPTER 8 INCARNUM CAMPAIGNS of the stones. A lost creature that makes a successful saving throw is immune to the lure of that dolmen circle for 24 hours. This is a mind-affecting enchantment (compulsion) effect similar to the sympathy spell. Members of the Pentifex Order (see page 209) consider dolmen circles sacred. If the stones of a dolmen circle are moved to a new location and restored to their precise positions relative to one another, there is a fl at 50% chance that the effects of the circle persist. Considering that each stone weighs between 25 and 50 tons, this would be no small undertaking. Incarnate Earth The plants here seem unusually large and colorful, almost bursting with life. Berries are plump and ripe, trees are tall and free of rot, and even the grass seems vibrantly alive. In certain places, the very soil is suffused with incarnum, which lends vibrancy to everything in the area. The soil and everything that grows in it has the faintest tint of blue. Incarnate earth typically appears in roughly circular areas 3d8×10 feet in diameter. These areas also might contain other terrain types, though they are more common in places where life abounds—such as verdant forests and teeming swamps—than in desolate areas such as deserts, tundras, and mountaintops. The incarnate earth has little effect on the terrain features in the area, except that forests are usually dense or medium (rather than sparse), and all types of terrain contain more and heavier undergrowth than usual. Any character with an essentia pool fi nds the size of that pool increased by 1 as long as she remains in an area of incarnate earth. Standing water is rare around incarnate earth; the vital energy in the area seems to encourage water to move. Where small pools or springs do occur, drinking a draft of water provides the same benefi t as activating an essentia jewel (see page 113), adding 1 to the drinker’s essentia pool for 1 round. Drinking this water, like drinking a potion, is a standard action that provokes attacks of opportunity. The effect of drinking is not cumulative with the benefi t from being in an area of incarnate earth, and a draft loses its potency 1d4 hours after being removed from the area. A character can only benefi t from the effect of a single draft in any given round. If incarnate earth is dug up and transplanted to another location, it requires soil at least 2 feet deep in a 15-foot-diameter area to provide any benefi t. Smaller quantities of incarnate earth isolated from their source do not function. Lost Site The air in this place seems thick and heavy, suffused with a palpable gloom. Just standing here seems to stir up the worst kinds of emotion. Lost sites are very similar to the lost creatures described in Chapter 7 (see page 181)—places where negative emotions are tied to the land itself, twisting everything there into a mirror of the hatred, wrath, despair, or misery that suffuses the sites. Faces contorted with hatred or wracked with despair appear in the bark of trees or clumps of moss. Howls of wrath or moans of misery are heard on the wind. The animals in the area mimic the emotions of the site in their behavior. A lost site is typically defi ned by some other geographical boundary, and its effects extend throughout the area so defi ned. Thus, a lost site might be a stand of trees, a single building or ruined structure, a lake, a mountain peak, a valley, or some other area easily defi ned by natural or artifi cial features. Occasionally, a lost site encompasses a much larger area, such as a huge forest, a city, a mountain range, or a desert. Lost sites can contain any other terrain type, from dense forests to sandy deserts. The site’s lost nature has no effect on the terrain features within it. Creatures entering a lost site are exposed to a disease that is functionally similar to mindfi re (see page 292 of the Dungeon Master’s Guide) and must make a successful DC 12 Fortitude save to avoid contracting this illness. After a 1-day incubation period, infected creatures take 1d4 points of Intelligence damage. Once per day thereafter, infected characters must succeed on another saving throw or take the same damage. Unlike mindfi re, the victim must make three successful Fortitude saves in a row (rather than just two) to recover from this illness. Leaving the lost site has no effect on the progress of the illness. If an infected creature takes 6 or more points of Intelligence damage while within the bounds of a lost site, the creature immediately gains the lost template described on page 183. Only living creatures with an Intelligence score (before disease damage) of at least 3 are at risk of becoming lost. 620_88579_Chp8.indd 204 20_88579_Chp8.indd 204 7/12/05 9:27:03 AM /12/05 9:27:03 AM
205CHAPTER 8 CAMPAIGNS INCARNUM A more immediate risk to characters entering a lost site is the danger that incarnum they shape and use might pick up the tainted emotions of the site. Any time a character in a lost site reallocates essentia, the character must make a Will save against a DC equal to 5 + the size of the character’s essentia pool. If the saving throw fails, the character is temporarily stricken by a powerful emotional effect, depending on the dominant emotion of the lost site. Despair: Affected creatures suffer the effects of a crushing despair spell for 1d4+1 rounds. Hatred: Affected creatures suffer the effects of a song of discord spell for 1d4+1 rounds. Misery: Affected creatures are confused for 1d4+1 rounds. Wrath: Affected creatures gain the benefi ts of a rage spell for 1d4+1 rounds. Further, creatures must enter melee each round they are affected—by preference with the nearest enemy, but failing that, with the nearest creature, whether it is friend or foe. There is no way to move the effects of a lost site to a new location. Midnight Grove Great black trees hung with blue-gray moss block any view of the sky from this place. Though there is no breeze, the moss twists and sways in the air, and at times even seems to reach toward you. A midnight grove is a stand of trees suffused with incarnum of the worst sort. The power of the grove drains essentia from creatures within it, and then uses that power to form midnight constructs. A midnight grove is typically 5d12×10 feet in diameter. It is functionally identical to a sparse forest, made up of typical trees and light undergrowth in roughly half the squares within the grove. These terrain features are unaltered by the incarnum in the grove. Any character entering a midnight grove must immediately make a DC 17 Fortitude save or lose 1d4 points of essentia. If the creature does not have an essentia pool (or its essentia pool is already depleted), it takes 1d4 points of Constitution damage instead. Characters who remain in the grove must repeat this saving throw every 10 minutes. As soon as the midnight grove has drained a total of 4 points of essentia, it uses them to form a lesser midnight construct (see page 184). If it has drained more than 4 points of essentia, it invests the extra into the construct to give it special abilities. Once the grove has drained 10 points of essentia, the construct becomes a normal midnight construct (instead of a lesser one), with any essentia in excess of 10 points providing it with special abilities. Finally, once the grove has drained 16 points of essentia, it forms a greater midnight construct. Thus, a grove with 9 points of drained essentia to spend creates a lesser midnight construct (4 Hit Dice) with 5 points of essentia invested to give it special abilities. As soon as the grove drains 1 more point of essentia, the construct transforms instantaneously into a normal midnight construct (10 Hit Dice) with no essentia available for special abilities. When the grove has drained 15 points of essentia, it has 5 points to invest in its midnight construct. When the grove drains 1 more point of essentia, the construct becomes a greater midnight construct (16 Hit Dice) with no special abilities. The midnight construct attacks any creature within the grove or up to 50 feet beyond its borders, but it does not stray farther than that from its grove. It carries any dead characters to an edge of the grove, where they rapidly decompose. After 24 hours, no corpse remains. In its place stands a new tall tree, extending the grove’s infl uence by 10 feet in that direction. It is not possible to relocate a grove’s effects except, perhaps, by encouraging it to extend in one direction while clearing trees on the grove’s opposite side, causing it to move very slowly across the landscape. Necrocarnum Bog Fetid gray water pools between clumps of blackened reeds. Here and there, bones jut up from the muck, and the stench of the place is reminiscent of a charnel house. In a necrocarnum bog, incarnum has fused with the necromantic forces inherent at the site of a great massacre or costly battle, transforming the place into a swamp of death. A necrocarnum bog typically extends anywhere from a few hundred yards to several miles in diameter, depending on the size of the slaughter that occurred there and on the age of the bog (older ones are larger). It is similar to a swamp (see page 88 of the Dungeon Master’s Guide), but areas of shallow bog are even more common than usual, with correspondingly fewer areas of undergrowth. Undead of all sorts roam necrocarnum bogs, especially creatures with ties to incarnum, such as incarnum wraiths A midnight grove seeks to ensnare unwary travelers Illus. by W. England 620_88579_Chp8.indd 205 20_88579_Chp8.indd 205 7/12/05 9:27:09 AM /12/05 9:27:09 AM
206CHAPTER 8 INCARNUM CAMPAIGNS and necrocarnum zombies (both described in Chapter 7). In fact, any corporeal creature with a skeletal system that dies within a necrocarnum bog instantly reanimates as a necrocarnum zombie. Such zombies attack the nearest living creature at will. Deadsand: An insidious danger in a necrocarnum bog is the threat of deadsand. While functionally similar to quicksand, deadsand also has a negative energy effect that reduces the essentia pool of a living creature trapped within by 1d4 points each round. Creatures with no essentia pool (or an essentia pool reduced to 0) take 1d4 points of Constitution damage instead. To make matters worse, necrocarnum zombies lurk in deadsand, grappling creatures trapped in the bog. Soulclamor Forest The trees in this forest grow close together, weaving their branches together to block any view of the sky. You have an almost constant sense that something is moving at the edge of your fi eld of vision, but the forest seems still when you look directly at anything. Not so the sounds, however—the air is fi lled with a constant low murmur like voices, but no distinct words. Some forests, for reasons that are unclear, draw incarnum to them and gain a sort of collective consciousness as a result. The mind of a soulclamor forest is barely sentient, but it reacts with strong emotion to the use of incarnum within its bounds. A soulclamor forest can be an isolated wood or part of a larger forest, and its area ranges widely in size. A typical soulclamor forest is 2d20 miles across. For most purposes, it is identical to dense forest. Any creature that attempts to reallocate essentia while in an area of soulclamor forest must make a DC 15 Concentration check to do so. Failure indicates that the character’s essentia remains allocated as it was previously. Something about the nature of a soulclamor forest draws powerful predators to its sheltering trees. Traveling through an area of soulclamor forest typically results in encounters with an average Encounter Level about two levels higher than normal for the surrounding forest or other adjacent terrain, and encounters are 2% more likely to occur each hour. Soulless Waste If possible, this area is even more lifeless than the surrounding desert. Nothing grows, no snakes or vermin scurry, and no wind blows. Something about the place weighs heavily as you travel through; even talking seems like too much effort. A soulless waste is an area where no incarnum can fl ow. It is said to result from a blighting disease or curse that ruins the land, preventing anything from growing and hedging out animal life. Some incarnates with a religious bent call these areas Nerull’s footprints, and speak of the places where the death god’s feet touched the earth as he traveled to shatter the Primal Font. Soulless wastes are 2d4 miles in diameter and are found in the middle—often the exact center—of more ordinary desert terrain. The terrain within a soulless waste is ordinary tundra, sandy desert, or rocky desert, the same as the terrain outside the wasted area. It is impossible to shape soulmelds within the bounds of a soulless waste. If a character attempts to unshape an existing soulmeld and shape a new one, he fi nds that he cannot shape the new one, and he must make a DC 15 Concentration check to keep the old soulmeld shaped. Far worse, it is impossible to invest essentia in any receptacle while within a soulless waste. Characters with an essentia pool do not lose that pool, and they can still lose essentia as a result of spells or special abilities (such as the touch of an incarnum wraith), but they cannot invest essentia in soulmelds, class features, feats, spells, or other receptacles. In a soulless waste, essentia invested in any receptacle, even an incarnum feat, returns immediately to the character’s essentia pool, remaining uninvested until the character leaves the waste. Wildsoul Zones This area seems no different from its surroundings, but you fi nd your incarnum abilities scrambled as you pass through it. A wildsoul zone is indistinguishable from the surrounding terrain, which can be any kind of natural terrain or artifi cial construction, such as a dungeon. Characters who rely on the use of incarnum fi nd their abilities jumbled within such a zone, however. A typical wildsoul zone is a roughly circular area with a radius of 2d4×5 feet. The presence of a wildsoul zone has no physical impact on the terrain within it, and in fact, these zones move randomly, sometimes creeping slowly at the rate of 5 feet per week, and sometimes zooming from one region to another. Any character with an essentia pool who enters a wildsoul zone fi nds her essentia randomly reinvested. One way to determine this reinvestment is to proceed down a list, beginning with the character’s shaped soulmelds, continuing with feats, and ending with any other receptacles the character has. For each receptacle on this list, roll 1d6–1 to determine how much essentia is now invested in it. (If the character’s essentia capacity is only 2 or 3, roll 1d4–1 instead.) Stop when the character’s entire essentia pool is invested or the list is exhausted, in which case any remaining essentia is uninvested. If you using physical objects to represent the character’s essentia and soulmelds, such as tokens or beads on the essentia tracker on page 220, you can simply gather up all the beads and drop them on the sheet(s) with the character’s melds. Essentia are invested where they land; any beads that land off the sheet(s) represent uninvested essentia. If more beads land on any soulmeld than its capacity, the extra essentia is uninvested. Once the character’s essentia is randomly reinvested in this fashion, the character cannot reallocate essentia, though she can invest any essentia that remained uninvested. Any invested essentia remains invested as determined until the character leaves the wildsoul zone. When the character leaves the zone, essentia that was invested in incarnum feats and other all-day investments returns to where it was invested before the character entered. Essentia that was reinvested in other receptacles stays where it is, but the character is now free to reallocate the essentia as desired. 620_88579_Chp8.indd 206 20_88579_Chp8.indd 206 7/12/05 9:27:12 AM /12/05 9:27:12 AM
207CHAPTER 8 CAMPAIGNS INCARNUM There is no known means of controlling or restricting the movement of a wildsoul zone. THE BASTION OF SOULS Encounter Level 9 Planar Touchstone Faceted crystal surfaces glow with the emerald, sapphire, and other hues of precious gems. Clear crystalline trees sprout thickly from the floor, laden with brilliant points of white light. The sound of thousands of crystal leaves constantly chiming like bells fills the air. A blaze of brilliant light shines in the center of this area. The Bastion of Souls is one of several fonts of preincarnate souls, created before there were deities and existing without any divine infl uence. Incarnum fl ows like water through the heart of the Bastion, passing from the Bastion to the Material Plane to enter mortal fl esh. The Bastion is made of solidified positive energy— unbreakable, impenetrable to magical entry, and unresponsive to magical methods to learn about the interior. Creatures inside it cannot summon aid with calling or summoning spells. Inside the Bastion, the visual brilliance of the Positive Energy Plane is absent and gravity becomes objective (rather than subjective), but it otherwise conforms to the traits of the Positive Energy Plane. Inside the Bastion of Souls, crystalline trees sprout preincarnate souls, which appear like brilliant points of light. When “ripe,” a soul falls from the tree in a fl ash of brighter light and the preincarnate soul flies off, soon to incarnate somewhere in the multiverse. If picked before it is ripe, the preincarnate soul withers and dies within 10 rounds, dooming a creature somewhere in the multiverse to a soulless birth. At the center of the Bastion is the Node, where soulstuff coalesces from the very fabric of the Positive Energy Plane. From the Node, it is drawn to nurture the crystal trees where the souls grow, but soul energy also fl ows from the Node directly to the Material Plane in the form of incarnum. Location: The Positive Energy Plane. Initial Encounters: Roll on the Bastion of Souls encounter table when the characters visit the site for the fi rst time, or for the fi rst time in over a year. Subsequent Encounters: Once the characters clear out the Bastion, on subsequent visits the chance of an encounter pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs PLANAR TOUCHSTONES Certain places in the cosmos resonate with unique forms of energy. The Bastion of Souls, described here, is one such place. The cosmological association of linked planes, demiplanes, and connective dimensional realms creates a vast network over which the energy of existence itself is channeled. Less-connected demiplanes and planes are the nodes of this network, while the most highly connected planes are the hubs, where their many linkages to other planes suffuse them with excess energy. Those able to form a linkage with a hub are rewarded with a heady charge of supernatural power. These hubs, usually places already resonant with mythic possibility, are known as planar touchstones. The Planar Touchstone feat described below (originally presented in the Planar Handbook) allows those who possess some association with a given planar location—in the form of an object native to the planar touchstone—to forge a link. A link forged with a planar touchstone provides a base ability that is always active. The link also provides characters with the possibility of supercharging their abilities by making a personal visit to a touchstone site. Such a visit allows the power inherent in the touchstone to discharge directly into the visitor, granting the character a higher-order ability that she can call upon a limited number of times before it is exhausted. Additional visits to that planar touchstone (or any other touchstone) can revitalize her charge, as needed. If she visits a touchstone other than the one she originally linked to when taking the feat, she swaps out the base ability of the old site for the new, and gains the higher-order ability of the new site (while losing any remaining higher-order uses of the old site). For those intimately familiar with planar touchstones, visiting one or more touchstones is known as “taking the touchstone tour.” FEAT: PLANAR TOUCHSTONE Forge a link between you and power-rich planar locations, referred to as planar touchstones. Prerequisites: Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge (the planes) 8 ranks. Benefit: Choose any site designated as a planar touchstone for which you also possess an object native to that location, as noted in this feat’s prerequisite. When this feat is first taken, forging a link between yourself and a chosen planar touchstone takes 24 hours of uninterrupted concentration. To forge a link, you must spend 10 experience points and expend the object described in this feat’s prerequisite. Once the link is forged, you gain the base ability described for that touchstone. If you physically visit the planar location once you’ve forged a link, you also gain a higher-order ability with a limited number of uses, as described for that planar touchstone. You can repeatedly visit the planar touchstone, each time recharging your usages of the higher-order ability. Usages of a higher-order ability do not stack, so visiting your planar touchstone prior to using up any of your higher-order usages confers no additional benefit. Once you’ve established a link with one planar touchstone site by taking this feat, you can also freely visit other planar touchstones. When you do so and fulfill the higher-order ability’s recharge condition for the alternate site, you immediately gain the base ability of the new planar touchstone site and lose the base ability of the previous site. You also lose any remaining uses of the higher-order ability of your previously selected site (if any), and instead gain the specified number of higher-order ability uses appropriate to the new site. In this way, you can “unplug” from one site and “plug in” to a new planar touchstone site as often as you desire. Thus, after expending the raw materials and experience points for making your first connection, making subsequent connections with different sites is as easy as fulfilling the higherorder recharge condition. Special: You can take this feat more than once. Each time, you gain the base ability to retain one more planar touchstone location in addition to your previous ability. You also gain the capacity to retain uses of one more planar touchstone’s higher-order ability. 620_88579_Chp8.indd 207 20_88579_Chp8.indd 207 7/12/05 9:27:13 AM /12/05 9:27:13 AM
208CHAPTER 8 INCARNUM CAMPAIGNS 620_88579_Chp8.indd 208 20_88579_Chp8.indd 208 7/12/05 9:27:15 AM /12/05 9:27:15 AM
209CHAPTER 8 CAMPAIGNS INCARNUM is only 60%. If the PCs fail to visit the location for more than a year, they must roll for encounters as if they had never visited the site. Base Ability: You gain 1 point of essentia. (See the Planar Touchstone sidebar, which describes the feat needed to gain abilities from planar touchstones.) Recharge Condition: Immerse yourself in the fl owing stream of soul-stuff. Higher-Order Ability: When you activate this ability, you can bind one additional soulmeld or magic item to one of your available chakras, exceeding your normal limit of simultaneous chakra binds. This chakra bind lasts for 1 day. Higher-Order Uses: 1. Xag-Ya (Energon) CR 4 N Medium elemental (incorporeal) Init +3; Senses darkvision 60 ft.; Listen +0, Spot +4 Languages None AC 17, touch 17, flat-footed 14 hp 27 (5 HD) Immune poison, sleep, paralysis, stunning, critical hits, flanking Resist incorporeal Fort +2, Ref +7, Will +1 Speed fly 20 ft. (good) (4 squares) Melee incorporeal touch +6 (1d6 plus positive energy) or Ranged positive energy ray +6 touch (1d8) Base Atk +5; Grp — Atk Options positive energy lash (undead take extra 2d8+5 damage from touch; can heal living creatures for 2d8+5) Special Actions turn undead 5/day (+4, 2d6+9, 5th) , explosion Abilities Str —, Dex 17, Con 12, Int 7, Wis 10, Cha 18 SQ cannot be raised or resurrected Feats Combat Reflexes, Extra Turning Skills Hide +7, Spot +4 Explosion (Su) When reduced to 0 hp, a xag-ya’s body is destroyed in an explosion of positive energy that deals 1d8+9 points of damage to everyone in a 20- foot-radius burst (Fort DC 16 half). THE PENTIFEX ORDER “This is the tale that the caste mothers tell, in their camps under the star-shadows of the dolmens, when night is deep on the world and dawn is far away. “In the beginning, fourteen archmagi sacrificed seventeen eyes to bring incarnum to our world. With these precious drams of eternal soulstuff, they hedged in the encroaching Ravener, and so the Starved Age began. “The fi rst living creature of Incarnum was a duskling fey, born of a ewe and a shower of moonlight. This was Ilvit, called the Opener, and so the Fecund Age began. “The last living creature of Incarnum shall be the daughter of the encroaching Ravener, hedged and proud. She will gather all the lost and make of them a scourge to fl ay the land. And so the gyre turns, and so the stars dim. “Children, guard the ancient sites and hunt the lost, that the scourge falls lightly when it comes.” —Meredythe Gorvabyn, Pentifex Monolith Dedicated to policing the use and abuse of incarnum in the world, the Pentifex Order is an example of an incarnumrelated organization with potential appeal to characters of any race, class, and even alignment. The lost are their favored enemies, and necrocarnates their sworn foes. Under the banner of preventing the misuse of incarnum, the Pentifex Order draws incarnates, soulborn, and totemists alongside clerics, paladins, wizards, fi ghters, and rogues (to name but a few) to join in their vital mission. JOINING THE PENTIFEX ORDER The Pentifex Order stands ready to embrace anyone who will take up its cause and prove loyal to its goals. The only absolute prerequisite for joining the order is having an essentia pool. The order doesn’t care whether you have that pool by virtue of belonging to an incarnum race, taking levels in a meldshaping class, or taking incarnum feats. Entry Requirements: Essentia pool 1. The Pentifex Order maintains a large force of loose affi liates and a much smaller core of initiates ranked in a strict hierarchy. Most of the highest-ranking members of the order are incarnates, with a few soulborn in the mix. The lower levels of the hierarchy include characters of all classes who aid the goals of the order simply by doing whatever they do best—putting their particular skills and talents to use in battling the lost and thwarting the schemes of necrocarnates. When a character is accepted as an affi liate member of the Pentifex Order, she receives basic training in the nature of the lost and effective means to recognize and combat them. Further training is not necessary unless the character requests it, until such time as she is ready to advance into the upper hierarchy of the order. PENTIFEX ORDER BENEFITS The primary concern of the Pentifex Order is controlling dangerous incarnum, and the order does everything it can, with its limited resources, to assist those who are engaged in that work. Goods: The Pentifex Order has few material resources to spare, especially for affi liate members. For initiates into the higher ranks of the order, however, they provide armor and weapons of a peculiar brushed-gold color that carries hints of red and brown. These serve as a badge of membership and authority within the order. These weapons and armor are made of a metal called pentifex, which is functionally equivalent to steel, distinguished only by its unique appearance. The order trades pentifex magic weapons and armor for otherwise identical steel ones at no cost to the initiate. Bastion of Souls Encounters d% Encounter Average EL 01–10 1d3 ravids 7 11–25 1d3 young incarnum dragons 9 26–50 1d6 4th-level skarn incarnates and 9 1 skarn fighter 5/spinemeld warrior 1 51–75 2d4 xag-yas 9 76–90 1 juvenile incarnum dragon 9 91–100 1 human paladin 6/incandescent champion 5 11 620_88579_Chp8.indd 209 20_88579_Chp8.indd 209 7/12/05 9:27:24 AM /12/05 9:27:24 AM
210CHAPTER 8 INCARNUM CAMPAIGNS Thus, a character who becomes an initiate in the order can freely trade her +2 full plate for pentifex +2 full plate, but she could replace an adamantine +1 greatsword only with a pentifex +1 greatsword, which would be neither as valuable nor as powerful. Naturally, an initiate of the order is under no compulsion to use pentifex items—they simply serve as an emblem of the order. Services: The Pentifex Order includes a large number of spellcasters willing and able to cast spells and make magic items on behalf of their fellow members. With a successful level check (DC 10 + double the spell level), a member of the order can locate another member willing to cast one of the new spells presented in Chapter 5 at 75% of the normal cost. With a successful level check (DC 10 + item’s caster level), a member of the order can likewise find a fellow member willing to craft one of the new magic items presented in Chapter 5 and charge only 75% of the item’s market price. Information: The Pentifex Order is a font of knowledge about incarnum, and particularly about the lost and necrocarnates. If you are an affi liate member, you have contacts within the organization who can make one of the following skill checks on your behalf, using the indicated bonus, as long as the subject matter is related to one of these topics: Knowledge (history) +15, Knowledge (arcana) +18, Knowledge (the planes) +18, Knowledge (religion) +15. If you are a member of the upper hierarchy of the order, add twice your monolith rank to the Knowledge skill modifi er indicated above. Status: While the affi liate members of the Pentifex Order are a large confederacy of equals, the initiates, called monoliths, are ranked in a strict hierarchy. Any affi liate member who performs a great service for the benefi t of the order—not simply ridding the world of a powerful necrocarnate or a plague of lost, but actually advancing the standing of the order itself—can apply for recognition as a monolith. Before this status is granted, the character must undergo a month of intensive training, learning more of the ways of the lost and the corruption of necrocarnum from several other monoliths. Once that training is complete, the character becomes a monolith with the rank of Dolmen Novice. Monoliths carry titles, from Dolmen Novice (the lowest) to Wellspring Monolith (the highest). The numbers below are useful when adding ranks to Knowledge skill modifi ers (as described above). Monolith Rank Monolith Title 1 Dolmen Novice 2 Dolmen Initiate 3 Dolmen Master 4 Monolith Ward 5 Monolith Keeper 6 Monolith Founder 7 Pentifex Monolith 8 High Monolith 9 Wellspring Monolith PLAYING A MEMBER OF THE PENTIFEX ORDER You know something other people do not know, or choose not to know—stray incarnum poses a threat to the world. For centuries, uncontrolled incarnum has escaped careless meldshapers’ hands, fl oating as it will, bonding with whatever it encounters. Usually, these random bonds are harmless, but occasionally, wild incarnum encounters a life force and binds it to twisted and evil thoughts. These creatures, perhaps caught by incarnum in a moment of hate and forever bound to that thought, must be struck down wherever they are found. Combat: Your class, not your membership in the Pentifex Order, is the primary determinant of your role in and approach to combat. Your membership in the order should determine your priorities—fi ghting the use of necrocarnum and eliminating the lost—and, to a lesser extent, your methods, since you must have some knowledge of using incarnum to join the order in the first place. The Pentifex Order encourages even its nonmeldshaping members to learn and use incarnum feats and spells, and to acquire and employ incarnum magic items. Beyond these guidelines, you are free to enter combat in the ways and using the means that suit you best. Advancement: The Pentifex Order offers extensive opportunities for advancement. Once you advance from affi liate membership to the ranks of the monoliths, you can expect regular promotions through the ranks (every 6 to 12 months) as long as you continue to complete important missions successfully. Signifi cant failures slow down your advancement, but nothing short of becoming lost or employing necrocarnum earns you expulsion from the order. As you advance, you also will be expected to demonstrate an increasing mastery of incarnum. Even if you were a fighter who dabbled in incarnum feats as an affiliate member and earned your way into the monoliths with no more extensive use of incarnum than that, you will not progress past the rank of Dolmen Master without some more advanced ability, such as you would gain by taking levels in a meldshaping class or adopting a prestige class such as incandescent champion. Missions: In general, the Pentifex Order relies on its affi liate members to seek out their own missions. Whenever an affi liate member comes across a clutch of lost or a vile necrocarnate, that member can call on the resources of the order to deal with the problem—or simply deal with it independently. Monoliths function in much the same way, but they can expect occasional assignments to specifi c missions as well—perhaps once a year. These missions typically arise when an affi liate member comes across a problem too big to handle alone. When this occurs, the leaders of the order fi nd and dispatch monoliths who are available and able to address the problem. THE PENTIFEX ORDER IN THE WORLD “Without the Pentifex Order, the world might even now be suffering a plague of soulless births. They are the custodians, not of our souls’ fate—that would be the clerics—but of all souls’ destiny.” —Thiera Donassik, azurin soulborn The Pentifex Order provides a structure for a party of player characters who all use incarnum to some extent. If every character in the party is at least an affi liate member of the order, 620_88579_Chp8.indd 210 20_88579_Chp8.indd 210 7/12/05 9:27:26 AM /12/05 9:27:26 AM
211CHAPTER 8 CAMPAIGNS INCARNUM then all the characters share at least one goal in common, allowing them to pursue missions that are important to all of them and report back to a single organization. Organization: The upper hierarchy of the Pentifex Order’s initiates has already been described. Many of the monoliths have given their entire lives over to the mission of the Pentifex Order. They live in nomadic caravans and travel constantly between dolmen circles, cleansing these sacred sites from the plague of lost that typically infests each one. Sometimes, monoliths establish camps at dolmen circles— tent villages and small wooden buildings that cluster around the ancient stones. The monoliths believe that dolmen circles attract incarnum that would otherwise wander loose and uncontrolled and treat them as sacred sites. A monolith of one of the three highest ranks— Pentifex Monolith, High Monolith, or Wellspring Monolith—leads each caravan and dolmen camp. All who carry these ranks are collectively known as Phoenix Stewards and together form the governing council of the Pentifex Order. The entire worldwide council has never been known to meet in remembered history, but local councils convene regularly. Any time an incarnum-related threat arises, all Phoenix Stewards within the threatened area meet together to address the problem. Wellspring Monoliths naturally have the most prominent voices in these conclaves, but every member can speak freely, and lower-ranking members can outvote higher-ranking ones. NPC Reactions Few people know of the existence of the Pentifex Order unless they are also familiar with incarnum and those who use it. Most people are bewildered by the strange-looking pentifex armor worn by some monoliths, but that has little or no impact on their reaction to the monolith. In general, most NPCs allow factors other than the character’s membership in the Pentifex Order to determine how they respond to him. The main exceptions are NPCs who wield necrocarnum, whether they have adopted the necrocarnate prestige class or not. All necrocarnates know (or quickly learn) that the members of the Pentifex Order are their sworn foes, and they grow to hate the order with a commensurate degree of loathing. Anyone who uses necrocarnum always has an initial reaction of hostile to someone he can identify as a member of the Pentifex Order. PENTIFEX ORDER LORE Characters with Knowledge (arcana) can research the Pentifex Order to learn more about them. DC 10: “The Pentifex Order—they’re the ones with the weird golden armor, right?” DC 15: “The Pentifex Order is a group of people who use incarnum and are dedicated to preventing its abuse.” DC 20: “Their particular enemies are crazed necromancers who use incarnum to power their fell magic. The order also hunts the lost—people bound to a negative emotion by passing wisps of incarnum. They’re found in caravans traveling between strange circles of standing stones.” THE PENTIFEX ORDER IN THE GAME Like incarnum itself, the Pentifex Order might be a new arrival in your campaign world, recently established to provide a support structure to people who are learning to plumb the secrets of this new source of magic. It might have been around for centuries, simply hidden from view. Perhaps incarnum was used in ancient times and then forgotten, while the Pentifex Order was the only repository of knowledge of this lost art. In any event, the Pentifex Order provides a useful means of organizing player characters around the use of incarnum. Similar to a church, a knightly order, or an explorer’s society, the Pentifex Order can provide a home base and common ground for a PC party. Adaptation: If your campaign includes specific villains or organizations that use incarnum for fell purposes or oppose the use of incarnum at all, they are natural enemies for the Pentifex Order, and you might want to build the order specifi cally around this opposition. In some campaign settings, the Pentifex Order might be a branch of a church hierarchy or an arcane institution. They could be monastic in nature, housed in monasteries spread throughout the countryside rather than camped at dolmen circles. If you use the material in Draconomicon in your campaign, the Pentifex Order could loathe the disciples of Ashardalon fully as much as they despise necrocarnates, because of that ancient dragon’s invasion of the Bastion of Souls. Encounters: Members of the Pentifex Order are most likely to be encountered in the context of their opposition to the lost and the use of necrocarnum. In this role, they might frequently serve as allies to the PCs when their work leads them to similar goals. If the PCs dabble in the use of necrocarnum, however, or fi nd one of their friends transformed into a lost, they might fi nd themselves in opposition to the order. However you use an encounter with members, it’s best to highlight their role as stewards of incarnum, fi ercely opposing any abuse of this powerful substance. Moonlight on Glass (EL 7): This encounter is best used at night while the PCs camp under the stars. Gilles Veprain The banner of the Pentifex Order Illus. by W. England 620_88579_Chp8.indd 211 20_88579_Chp8.indd 211 7/12/05 9:27:28 AM /12/05 9:27:28 AM
212CHAPTER 8 INCARNUM CAMPAIGNS is a particularly devout Dolmen Novice keen on slaying a lost that he has been tracking for a week. He initially suspects the PCs. In fact, in the darkness and his zeal, he probably ambushes the adventuring party without bothering to make certain that they are the lost he hunts. If a PC makes a DC 15 Knowledge (religion) or DC 15 Knowledge (history) check, she can recognize the phoenix over a dolmen circle emblazoned on Gilles’s shield as the symbol of the Pentifex Order. Subsequently, a DC 10 Diplomacy check convinces Gilles to call off his attack. At that point, the lost that Gilles has been tracking descends upon the weakened party and Gilles, forcing them to fight back-to-back for survival (use Dolcianne, the lost nymph barbarian presented on page 182, for the second part of this encounter). Gilles Veprain CR 6 Male human incarnate 6 LN Medium humanoid (incarnum) Init +5; Senses Listen +1, Spot +1 Languages Common AC 21, touch 12, flat-footed 20; Dodge, Mobility hp 35 (6 HD); DR 3/chaos Fort +7, Ref +3, Will +7 (+9 against charm/compulsion) Speed 20 ft. (4 squares) or fly 20 ft. (perfect) Melee +3 good-aligned longsword +7 (1d8+4/19–20) or Ranged javelin +4 (1d6+1) Base Atk +3; Grp +4 Special Actions incarnum radiance 1/day (+2 to melee attack rolls, duration 5 rounds) Combat Gear 2 potions of cure moderate wounds Essentia Pool 8; Capacity 2 (3 for soulmelds); Chakra Binds 2; Soulmelds 4 Soulmelds and Essentia Investment (CL 6th): Adamant pauldrons 3 (25% chance to negate critical hits and sneak attacks; DR 3/chaos) Airstep sandals 1 (fly 20 ft., perfect; bound to feet chakra) Crystal helm 1 (+2 resistance bonus on Will saves against charm and compulsion effects; +1 deflection bonus to AC; melee attacks have force descriptor; bound to crown chakra) Incarnate weapon 3 (creates +3 lawful longsword) Spell-Like Abilities (CL 6th): At will—detect chaos Abilities Str 12, Dex 13, Con 15, Int 8, Wis 15, Cha 10 SQ chakra binds (crown, feet, hands), moderate lawful aura, rapid meldshaping 1/day Feats Bonus Essentia, Dodge, Improved Initiative, Mobility Skills Jump –9, Knowledge (religion) +8 Possessions combat gear plus 2 javelins, pentifex +1 breastplate, pentifex +1 heavy shield, backpack, 1 week’s rations, full wine skin, 11 gp, 19 sp, 1 tourmaline earring with a wagon intaglio (182 gp) Appendix: Epic-Level Meldshapers Regardless of the method used to attain 21st level, once a character reaches that point, he or she is considered an epic character. Epic characters—those whose character level is 21st or higher—are handled slightly differently from non-epic characters. While they continue to gain most of the customary benefi ts of gaining levels, some benefi ts are replaced by alternative gains. Despite the twenty-level limit indicated in the class tables earlier in this chapter, you can advance a melding class beyond 20th level (see Epic Characters, page 208 of the Dungeon Master’s Guide). You can also advance the level of a ten-level prestige class beyond 10th level, but only if the character level of the advancing character is already 20th or higher. You cannot advance the level of a class with fewer than ten levels beyond the maximum level described for that class, regardless of the character level of the advancing character. Rules for fi guring the epic save bonus, epic attack bonus, experience points, class skill max ranks, cross-class skill max ranks, and ability increases for epic-level characters are covered on page 206 of the Dungeon Master’s Guide. The Dungeon Master’s Guide also presents the basic epic class features that any class gains upon advancing to 21st level and above, regardless of whether that class uses incarnum. EPIC ESSENTIA CAPACITY Essentia capacity—the maximum quantity of essentia you can invest in a soulmeld, incarnum feat, or other ability that allows essentia investment—continues to improve as your character level increases, though at a slower rate than it did at nonepic levels. Consult the Epic Essentia Capacity table to determine your capacity. Epic Essentia Capacity Character Essentia Level Capacity 21st–30th 4 31st–40th 5 41st–50th 6 51st–60th 7 . . . and so on. EPIC INCARNATE Standing as an exemplar of her principles, the epic incarnate wields moral or ethical forces as weapons in his struggle against those who oppose his alignment. Hit Die: d6. Skill Points at Each Additional Level: 2 + Int modifi er. Incarnum Radiance: The epic incarnate can use this ability one additional time per day for every five levels he attains beyond 18th level (5/day at 23rd level, 6/day at 28th level, and so on.). The sacred bonus granted improves by 1 (for good or lawful incarnates), by 2 (for evil incarnates), or +10 feet (for chaotic incarnates) for every five levels above 20th. 620_88579_Chp8.indd 212 20_88579_Chp8.indd 212 7/12/05 9:27:30 AM /12/05 9:27:30 AM
APPENDIX Rapid Meldshaping: The epic incarnate can use this ability one additional time per day for every six levels he attains beyond 17th level (4/day at 23rd level, 5/day at 29th level, and so on.). Meldshaping: The epic incarnate does not gain any additional soulmelds, essentia, or chakra binds after 20th level. His meldshaper level continues to increase, however. Bonus Feats: The epic incarnate gains a bonus feat every two levels higher than 20th (22nd, 24th, and so on). EPIC SOULBORN The epic soulborn is a mighty champion of her chosen alignment, shaping her soulmelds for maximum martial capability. Hit Die: d10. Skill Points at Each Additional Level: 2 + Int modifi er. Smite Opposition: The epic soulborn can use this ability one additional time per day for every five levels she attains beyond 20th (6/day at 25th level, 7/day at 30th level, and so on.). Share Incarnum Defense: The epic soulborn can use this ability one additional time per day for every four levels she attains beyond 17th (4/day at 21st level, 5/day at 25th level, and so on.). Meldshaping: The epic soulborn does not gain any additional soulmelds, essentia, or chakra binds after 20th level. Her meldshaper level continues to increase by one for every two levels of soulborn gained. Bonus Feats: The epic soulborn gains a bonus feat every three levels after 20th (23rd, 26th, and so on). EPIC TOTEMIST The epic totemist is a fi erce warrior of nature, though some more rightfully compare him to a force of nature itself. Hit Die: d8. Skill Points at Each Additional Level: 4 + Int modifi er. Rebind Totem Soulmeld: The epic totemist can use this ability one additional time per day for every four levels he attains beyond 20th (5/day at 24th, 6/day at 28th, and so on.). Meldshaping: The epic totemist does not gain any additional soulmelds, essentia, or chakra binds after 20th level. His meldshaper level continues to increase, however. Bonus Feats: The epic totemist gains a bonus feat every two levels after 20th (22nd, 24th, and so on). EPIC FEATS Like the epic feats detailed in the Dungeon Master’s Guide and the Epic Level Handbook, these feats are available only to characters whose character level is 21st or higher. They expand the abilities of melding characters beyond the limits of 20 levels on those classes. BONUS SOULMELD [EPIC] You gain newfound meldshaping ability. Prerequisite: Ability to shape fi ve soulmelds. Benefi t: Choose a meldshaping class for which you can shape at least fi ve soulmelds. The number of soulmelds for that class you can have shaped at any given time increases by one. Special: You can gain this feat multiple times. Each time you select this feat, it increases your number of soulmelds for a chosen class by one. EPIC ESSENTIA [EPIC] You unlock more of your inner soul energy. Prerequisite: Ability to shape three soulmelds. Benefi t: You gain 3 points of essentia. Special: You can gain this feat multiple times, up to a maximum equal to one-third the number of soulmelds you are capable of shaping. For example, a character who can shape six soulmelds can take this feat twice. EXTRA CHAKRA BIND [EPIC] You gain the ability to use more of your body’s centers of power in conjunction with your soulmelds. Prerequisites: Three chakra binds, ability to bind soulmelds to your lesser chakras. Benefi t: The number of chakras to which you can bind soulmelds increases by one. Special: You can gain this feat multiple times. OPEN HEART CHAKRA [EPIC] You open up one of your body’s most potent centers of power, allowing you to bind a soulmeld or a magic item to your heart chakra. Prerequisites: Con 19, character level 21st. Benefi t: You can now bind a soulmeld or a magic item to your heart chakra. In addition, you gain hit points equal to one-half your Hit Dice. Each time you gain an even-numbered HD (such as when advancing from 21 HD to 22 HD upon gaining a level), you gain 1 additional hit point. If you lose an evennumbered HD (such as by losing a level from 22nd to 21st), you lose a hit point permanently. OPEN SOUL CHAKRA [EPIC] You gain the ability to bind soulmelds to your body’s most potent center of power: your soul chakra. Prerequisites: Con 21, character level 24th. Benefi t: You can now bind a soulmeld or a magic item to your soul chakra. In addition, you gain a +2 insight bonus on damage rolls made against creatures whose alignment opposes any component of your alignment. For example, a lawful good character would gain this bonus against chaotic creatures and against evil creatures. Neutral characters can treat the four “extreme” alignments (lawful good, chaotic good, lawful evil, and chaotic evil) as opposed to their alignment for purposes of this feat. RAPID MELDSHAPING [EPIC] You can shape a meld in seconds. Prerequisites: Meldshaper level 12th, Knowledge (arcana) 15 ranks. Benefi t: Once per day, you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. 213 620_88579_Chp8.indd 213 20_88579_Chp8.indd 213 7/12/05 9:27:31 AM /12/05 9:27:31 AM
214APPENDIX Special: You can gain this feat multiple times. Each time you select this feat, you can use it one additional time per day. REBIND SOULMELD [EPIC] You can change which bodily center of power your soulmeld draws upon. Prerequisites: Meldshaper level 12th, Double Chakra, Knowledge (arcana) 15 ranks. Benefi t: Choose a specifi c chakra, such as hands. Once per day, you can unbind one of your soulmelds currently occupying and bound to that chakra and immediately bind another soulmeld to that chakra. The soulmeld to be newly bound must already be shaped and must also be occupying that chakra. This process requires a full-round action and provokes attacks of opportunity. Special: You can gain this feat multiple times. Each time you select this feat, you can use it one additional time per day. Appendix: The Essentia Tracker The essentia tracker is a vital tool for incarnum-wielding characters. It allows you to manage your essentia effi ciently and easily by providing a visual and tactile reference sheet for in-game use. Though the essentia tracker (and information below) refers to soulmelds, the tracker works for all essentia receptacles, including incarnum feats, magic items, class features, and even spells. Below you’ll fi nd some tips on using this tool to speed play. PREPARING THE ESSENTIA TRACKER To use the essentia tracker, you’ll need a stash of tokens, such as glass beads, dice, small coins, or the like. These tokens represent your essentia pool (one token per point of essentia). It’s easiest if the tokens are all alike (if not identical, try to make sure they’re at least the same shape and size) and that they can’t be easily confused with anything else you’re using in the game (such as the dice you use to roll attacks or damage, or tokens used to mark spell areas). If you anticipate your essentia pool temporarily changing size during the game—such as from a spell or other effect—you’ll need some extra tokens. Again, it’s easiest if these “temporary essentia” tokens are easily distinguished from your regular essentia tokens, so that you can add or remove them quickly when the effect ends. Next, photocopy the essentia tracker on page 220 of this book, or print a copy from the DUNGEONS & DRAGONS website at <www.wizards.com/dnd>. (Permission is granted to photocopy this page for personal use only). For starting characters, one copy of the sheet is enough for a session, though at higher levels, you will likely want multiple pages to track your various soulmelds, incarnum feats, and so on. Finally, write down the key details for each of your soulmelds, one per box. Soulmeld: The name of the soulmeld or other receptacle. Chakra: The chakra occupied by the soulmeld (if any). This does not necessarily indicate an active chakra bind (see Bind, below). Base Effect: The basic effect of the soulmeld (not including any additional benefi ts gained from essentia investment or chakra binds). Bind Effect: The benefi t granted if the soulmeld is bound to a chakra. Check the box if the soulmeld is bound to a chakra. Essentia Effect: The benefi t granted when essentia is invested in the soulmeld. Below the Essentia Effect line is a row of numbers from 1 to 6. These numbers indicate both the soulmeld’s essentia capacity and your current essentia investment. For now, just circle the number that represents the maximum essentia capacity of each soulmeld. The default essentia capacity for soulmelds is found on Table 2–1: Essentia Capacity, but the specific capacity might vary from one box to the next, based on your class features, feats, or other special abilities. USING THE ESSENTIA TRACKER Once all the information is recorded, you’re ready to start playing. When you make your initial investment in your soulmelds, place the tokens on the numbered spaces in each box according to the desired investment. For instance, if you want to invest 2 points of essentia in a soulmeld, place tokens on the 1 and 2 spaces in that soulmeld’s box. Later, when you reallocate your invested essentia, just move tokens from one box to another, covering the appropriate numbers in the new box. Your current essentia investment is always equal to the highest number covered by a token. (Of course, every number smaller than that one must also be covered—just putting a token on 3 doesn’t mean that your investment is 3 unless both 1 and 2 are also covered!) Remember that you can’t place essentia tokens on a number higher than the circled number, since that’s your maximum essentia capacity, unless some effect allows you to exceed this capacity. If you have one or more essentia receptacles that don’t allow free reallocation (such as incarnum feats), you might wish to designate the essentia in those receptacles in such a way that you don’t forget and accidentally move it to a different receptacle. Using different-colored tokens is one option, but whatever accomplishes this goal is fi ne. PREPARING A NEW ESSENTIA TRACKER Since your selection of shaped soulmelds likely changes from session to session (and maybe even within an individual session), the same sheet won’t necessarily be able to refl ect your current choices. Here are three options for revising your essentia tracker, from simple to complex. • Use a fresh essentia tracker each time you reshape soul melds. This is a bit tedious, but it ensures that all information in front of you is current and correct. It’s the simplest method, particularly if you’re new to the rules. 620_88579_Chp8.indd 214 20_88579_Chp8.indd 214 7/12/05 9:27:33 AM /12/05 9:27:33 AM
1 2 3 4 5 6 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 215APPENDIX • Erase unshaped soulmelds, replacing them with newly shaped soulmelds. This is less work than the previous option, but it’s still somewhat onerous, particularly if you frequently reshuffle your soulmeld selection. It’s also pretty straightforward to use and understand—what you see is what you have. • Add each newly shaped soulmeld to the essentia tracker in its own box (using additional sheets as needed). Use the check box in the upper left corner to indicate which soulmelds are currently shaped and available for use. This requires the least rewriting, but it can become somewhat confusing if you change your soulmeld selection dramatically from day to day, as much of the space taken up on the sheets won’t be applicable to that day’s activities. Still, this is the most complete way to track your essentia, so if you can handle that much information, consider using this method. pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs ABOUT THE AUTHORS RICHARD BAKER is a senior designer for Wizards of the Coast, Inc. His most recent roleplaying game design credits include Complete Arcane and Monster Manual v.3.5. Richard is also the New York Times best-selling author of the novel Condemnation. Richard lives in Washington State with his wife and two daughters. FRANK BRUNNER has been working in the game industry for four years and has written several articles for Dragon® Magazine and adventures for Dungeon® Magazine. STEPHEN SCHUBERT, the former minion of a large computer services company, has written for Dragon® Magazine, Star Wars® Gamer, and the Wizards of the Coast website. He also cowrote Heroes of Battle. He now works as a developer for roleplaying games and miniatures at Wizards of the Coast, Inc. JAMES WYATT won an Origins award for City of the Spider Queen. He also wrote Oriental Adventures and has cowritten numerous roleplaying game products, including the EBERRON Campaign Setting, Sharn: City of Towers, Draconomicon: The Book of Dragons, and Book of Exalted Deeds. He lives in Washington State with his wife Amy and their son Carter. 620_88579_Chp8.indd 215 20_88579_Chp8.indd 215 7/12/05 9:27:35 AM /12/05 9:27:35 AM
character name player alignment deity size age gender height weight campaign class and level race type and subtype Denotes a skill that can be used untrained. Mark this box with an X if the skill is a class skill for character. *Armor check penalty, if any, applies. (Double penalty for Swim.) □ Appraise n int □ Balance n dex* □ Bluff n cha □ Climb n str* □ Concentration n con □ Craft n ( ______________ ) int □ Craft n ( ______________ ) int □ Craft n ( ______________ ) int □ Decipher Script int □ Diplomacy n cha □ Disable Device int □ Disguise n cha □ Escape Artist n dex* □ Forgery n int □ Gather Information n cha □ Handle Animal cha □ Heal n wis □ Hide n dex* □ Intimidate n cha □ Jump n str* □ Knowledge ( __________ ) int □ Knowledge ( __________ ) int □ Knowledge ( __________ ) int □ Knowledge ( __________ ) int □ Knowledge ( __________ ) int □ Listen n wis □ Move Silently n dex* □ Open Lock dex □ Perform n ( ____________) cha □ Perform n ( ____________) cha □ Perform n ( ____________) cha □ Profession ( ___________ ) wis □ Profession ( ___________ ) wis □ Ride n dex □ Search n int □ Sense Motive n wis □ Sleight of Hand dex* □ Spellcraft int □ Spot n wis □ Survival n wis □ Swim n str* □ Tumble dex* □ Use Magic Device cha □ Use Rope n dex □ ______________________ ____ □ ______________________ ____ SKILLS / MAX RANKS (CLASS/CROSS-CLASS) SKILL SKILL NAME MODIFIER KEY ABILITY ABILITY MODIFIER RANKS MISC MODIFIER CLASS SKILL? STR STRENGTH DEX DEXTERITY INT INTELLIGENCE WIS WISDOM CON CONSTITUTION CHA CHARISMA ABILITY ABILITY ABILITY TEMPORARY TEMPORARY NAME SCORE MODIFIER SCORE MODIFIER FORTITUDE (CONSTITUTION) REFLEX (DEXTERITY) WILL (WISDOM) = + + + + = + + + + = + + + + BASE ABILITY MAGIC MISC. TEMPORARY SAVING THROWS TOTAL SAVE MODIFIER MODIFIER MODIFIER MODIFIER CONDITIONAL MODIFIERS BASE ATTACK BONUS SPELL RESISTANCE GRAPPLE MODIFIER = + + + TOTAL BASE ATTACK STRENGTH SIZE MISC. BONUS MODIFIER MODIFIER MODIFIER SPEED AC ARMOR CLASS = 10 + + + + + + + ARMOR SHIELD DEX SIZE NATURAL DEFLECTION MISC. TOTAL BONUS BONUS MODIFIER MODIFIER ARMOR MODIFIER MODIFIER FLAT-FOOTED ARMOR CLASS TOUCH ARMOR CLASS INITIATIVE MODIFIER = + DEX MISC. TOTAL MODIFIER MODIFIER HP HIT POINTS TOTAL NONLETHAL DAMAGE WOUNDS/CURRENT HP DAMAGE REDUCTION AMMUNITION _________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ ATTACK ATTACK BONUS DAMAGE CRITICAL RANGE TYPE NOTES AMMUNITION _________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ ATTACK ATTACK BONUS DAMAGE CRITICAL RANGE TYPE NOTES AMMUNITION _________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ ATTACK ATTACK BONUS DAMAGE CRITICAL RANGE TYPE NOTES AMMUNITION _________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ ATTACK ATTACK BONUS DAMAGE CRITICAL RANGE TYPE NOTES AMMUNITION _________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ ATTACK ATTACK BONUS DAMAGE CRITICAL RANGE TYPE NOTES CONDITIONAL AC MODIFIERS ESSENTIA POOL = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ = ______+______+______ ©2005 Wizards of the Coast, Inc. All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. Permission granted to photocopy for personal use only. Character sheet also available online at www.wizards.com CONTAINERS WEALTH LANGUAGES PPOOSSSSEESSSSIIOONNSS CARRYING CAPACITY CARRYING CAPACITY WHILE RAGING 620_88579_Chp8.indd 216 20_88579_Chp8.indd 216 7/12/05 9:27:36 AM /12/05 9:27:36 AM
SKILLS CONTAINERS ONTAINERS CONTAINER CAPACITY WEIGHT WEALTH MONEY GEMS ART OTHER CP— SP— GP— PP— LANGUAGES ANGUAGES INITIAL LANGUAGES = Common + racial languages + Int bonus EACH ADDITIONAL LANGUAGE (Speak Language) = 1 skill point POSSESSIONS OSSESSIONS ITEM LOCATION PAGE REF. WEIGHT ITEM LOCATION PAGE REF. WEIGHT TOTAL WEIGHT CARRIED POSSESSIONS OSSESSIONS ITEM LOCATION PAGE REF. WEIGHT ITEM LOCATION PAGE REF. WEIGHT CARRYING CAPACITY ARRYING CAPACITY LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG EQUALS MAX LOAD 2 X MAX LOAD 5 X MAX LOAD CARRYING CAPACITY WHILE RAGING ARRYING CAPACITY WHILE RAGING LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG EQUALS MAX LOAD 2 X MAX LOAD 5 X MAX LOAD ©2005 Wizards of the Coast, Inc. Permission granted to photocopy for personal use only. Character sheet also available online at www.wizards.com 620_88579_Chp8.indd 217 20_88579_Chp8.indd 217 7/12/05 9:27:36 AM /12/05 9:27:36 AM
FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES FEAT PAGE REF. NOTES SPECIAL ABILITIES PECIAL ABILITIES PAGE REF. SOULMELDS OULMELDS NUMBER OF SOULMELDS ESSENTIA CAPACITY CONDITIONAL CAPACITY MODIFIERS CHAKRA BINDS CHAKRAS AVAILABLE SAVE DC + INVESTED ESSENTIA (10+ ABILITY MODIFIER) ©2005 Wizards of the Coast, Inc. Permission granted to photocopy for personal use only. Character sheet also available online at www.wizards.com EXPERIENCE ARMOR/PROTECTIVE ITEMS RACIAL TRAITS AFFILIATIONS AND ENEMIES CLASS FEATURES 620_88579_Chp8.indd 218 20_88579_Chp8.indd 218 7/12/05 9:27:36 AM /12/05 9:27:36 AM
SPECIAL ABILITIES SOULMELDS EXPERIENCE XPERIENCE EXPERIENCE NEEDED FOR NEXT LEVEL LEVEL ADJUSTMENT ECL PROTECTIVE ITEM AC BONUS WEIGHT SPECIAL PROPERTIES SHIELD/PROTECTIVE ITEM AC BONUS WEIGHT CHECK PENALTY SPELL FAILURE SPECIAL PROPERTIES ARMOR/PROTECTIVE ITEM TYPE AC BONUS MAX DEX CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES ARMOR/PROTECTIVE ITEMS ROTECTIVE ITEMS PROTECTIVE ITEM AC BONUS WEIGHT SPECIAL PROPERTIES NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. NOTES CLASS FEATURE PAGE REF. RACIAL TRAITS ACIAL TRAITS AFFILIATIONS AND ENEMIES FFILIATIONS AND ENEMIES CHARACTER ILLUSTRATION CLASS FEATURES LASS FEATURES ©2005 Wizards of the Coast, Inc. Permission granted to photocopy for personal use only. Character sheet also available online at www.wizards.com 620_88579_Chp8.indd 219 20_88579_Chp8.indd 219 7/12/05 9:27:37 AM /12/05 9:27:37 AM
SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 ©2005 Wizards of the Coast, Inc. Permission granted to photocopy for personal use only. SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 SOULMELD CHAKRA BASE EFFECT BIND EFFECT ESSENTIA EFFECT 1 2 3 4 5 6 MAGIC OF INCARNUM ESSENTIA TRACKER 620_88579_Chp8.indd 220 20_88579_Chp8.indd 220 7/12/05 9:27:37 AM /12/05 9:27:37 AM
Crown Chakra Headband, helmet, hat, phylactery. Abilities related to mental improvement, ranged attacks, interaction, morale, and alignment. SOULMELD BOUND SOULMELD BOUND Brow Chakra Eye lenses, goggles. Abilities related to vision. SOULMELD BOUND MAGIC ITEM BOUND Arms Chakra Bracers, bracelets. Abilities related to combat and allies. SOULMELD BOUND MAGIC ITEM BOUND Shoulders Chakra Cloak, cape, mantle. Abilities related to transformation and protection. SOULMELD BOUND MAGIC ITEM BOUND Hands Chakra Gloves, gauntlets. Abilities related to quickness and destructive power. SOULMELD BOUND MAGIC ITEM BOUND Feet Chakra Boots. Abilities related to movement. SOULMELD BOUND MAGIC ITEM BOUND Soul Chakra Robe, armor. Multiple effects and abilities. Totem Chakra No corresponding body slot. SOULMELD BOUND SOULMELD BOUND MAGIC ITEM BOUND Waist Chakra Belt. Abilities related to physical improvement. SOULMELD BOUND MAGIC ITEM BOUND Heart Chakra Shirt, vest, vestment. Abilities related to physical and class ability improvement. SOULMELD BOUND MAGIC ITEM BOUND Throat Chakra Amulet, brooch, medallion, necklace, periapt, scarab. Abilities related to protection and discernment. SOULMELD BOUND MAGIC ITEM BOUND CHAKRAS AND BODY SLOTS MAGIC ITEM BOUND ©2005 Wizards of the Coast, Inc. Permission granted to photocopy for personal use only. Ring Slots No corresponding chakras. MAGIC ITEM MAGIC ITEM 620_88579_Chp8.indd 221 20_88579_Chp8.indd 221 7/14/05 2:08:55 PM /14/05 2:08:55 PM